Wonder what's going on? We've migrated the site to a new codebase. Please read the following letter: SFMLab Migration 2020

Note: SFMLab now uses Open3DLab Network accounts. (SmutBase and Open3DLab accounts) If you do not already have a SmutBase or Open3DLab account, please sign up through this link. Once your new Open3DLab Network account has been created, please log in and take a moment to link your old SFMLab account to your newly created account.

Description

JANUARY 28, 2016

NOTE: These models do NOT use bodygroups! The outfits are in separate models! Read the bottom of this post for a guide on how to apply them!

My Elsa and Anna models have been a long time in the works. It wasn't until I decided to take the body in a new direction that Elsa was actually finished, though, and it didn't take much time at all. Anna will be finished at a later time - she requires a lot of work to get to a serviceable state, due to the way things just happened to come together.

FEATURES:

High-definition face and hair mesh (increased several times from the low-poly original mesh)

The creators of the "Frozen Freefall" game, from which the original models were taken

The individuals who ported from the above game to XNALara

Skyrim's Caliente for the Caliente mesh (from the CBBE mod-set)

The individuals credited for the creation of the various Skyrim outfits used in this release

1kmspaint ( http://1kmspaint.tumblr.com/ ) for the dress and stocking textures (seriously, this guy is amazing, and willing to put up with all kinds of bullshit the models and myself throw at him)

LordAardvark for putting everything together and doing all the mesh-work and material-work necessary

*NOTE: Gravity-reactive means that the jigglebones react to gravity. No matter how you orient her head, her hair will fall and point down to the ground. Also note that there are no jigglebone collisions, and so her hair mesh may fall straight through her body. You may need to bake jigglebones and manually pose them, depending on the pose you are making.

HOW TO FIT ELSA'S OUTFITS ONTO THE BODY

Spawn the appropriate Elsa model. Note that for the full corset, ONLY the "stiff lingerie" model will work properly.

Spawn the appropriate outfit models.

Adjust the body flexes on Elsa as desired.

Drag the Elsa element from the Animation Set Editor (ASE) on the left-hand side and drop it onto each of the outfit models. SFM may pause for a short while, after which a padlock icon should appear next to the affected pieces.

Once every piece is locked, enter the Motion Editor mode, select each outfit model, and apply the "Zero" slider under the "Procedural" tab of the ASE. This will snap the outfit models to Elsa's body.

Ensure that "Show Hidden Controls" is enabled, expand the "Unknown" tab on the Elsa model, and click-drag to select all of the flexes, from "back" to "waist-square"

With all the flexes selected, right-click in the Motion Editor and choose "Copy Samples"

Select an outfit piece in the ASE, right-click in the Motion Editor, and choose "Paste Samples". The flexes on the outfit piece should adjust to fit Elsa at this point.

Paste the samples to all the outfit pieces

You're done! You can now pose Elsa like normal, and the outfit pieces will adhere to her. You can manually adjust the flexes on each outfit piece if you wish. Any future updates to Elsa's body flexes will require updating the outfit pieces.

Dude!!! This model is fantastic. This is the first time I've seen the whole copying/pasting samples onto outfits thing. I really hope more people do this, it allows for a lot more creativity with your characters! Thanks a lot LordAardvark.

@Riddles: The way you're posing isn't optimal. Use the IK Rig for this model instead. It makes the process of posing a lot faster and it's easy to use.
Also, the "lines" you're talking about are only present on models that use common filenames that are in Source Filmmaker's sfm_defaultanimationgroups.txt. It's a text file that contains a bunch of presets for Valve's own bone structures. Some model authors choose to use custom bone names on their models because Valve's structure doesn't work for them. This is often the case when models are ported from XNALara. Some model creators choose to include their own default animation groups file with their custom bone names added, but these changes are overwritten with each animation groups file you install unless you edit them together manually, so most people don't bother.
Either way, these "lines" and animation group files become obsolete once you use an IK Rig. I don't remember which IK Rigs LordAardvark generally uses, but I'm guessing it's included in one of his other downloads, so you might want to check those out.

I don't know if I am using it wrong but I find that I can only bend the arms by the shoulder using the clavicle joints. This results in the shoulder going pretty weird if I bend try to bend the arm too far. I somewhat managed to get around it by locking the upperarm to the forearm which lets me bend the whole arm by that shoulder joint though it is a little fiddly.
Also this one is more of a personal preference but I have noticed with some other models I have used by Croix that the joints are connected to each other via lines. I find it makes the whole posing deal far easier since I get a better sense of what each point is for at a glance rather than having to hover over it to see its name. Also I can select the bone too rather than just the individual point.
Now I haven't made SFM models at all before so I don't know how relatively easy that is to do but if you could, can we see this in future updates?